Detective Pursuit
Some individuals learn to hone their instincts to investigate and discover that which others can't see. Those scholars who choose the Detective Pursuit train themselves to see the things that others miss, gaining a unique—and powerful—perspective.
Martial Training
Detective Pursuit: 3rd level You gain proficiency in martial vibroweapons and the Investigation skill. Additionally, you can't have disadvantage on checks you make with it.
Intelligent Applications
Detective Pursuit: 3rd level When you analyze a hostile creature with your Critical Analysis, you can use your Critical Analysis ability modifer with any weapon, as long as it does not have the heavy or special properties.
Extra Attack
Detective Pursuit: 6th level You can attack twice, instead of once, whenever you take the Attack action on your turn.
Sharp Instincts
Detective Pursuit: 9th level Once on each of your turns, when you hit the target of your Critical Analysis with a melee weapon attack, you can make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If you win the contest, you deal an additional 1d8 damage to the target, which is the same type as the weapon's damage
This die increases to d10 at 13th level and d12 at 17th level.
Discombobulate
Detective Pursuit: 17th level When you use a scholar maneuver on a hostile creature, you can force that target to make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a short or long rest.
Detective Discoveries
When you select this pursuit, you gain access to new discoveries which reflect your investigative prowess. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
Athletic
You gain your choice of a climbing, crawling, or swimming speed equal to your walking speed.
Brawler Adept
Prerequisite: 5th level Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8). Additionally, your unarmed strikes and count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
Eye for Attire
Prerequisite: 5th level As an action, you can touch a suit of armor that isn't being worn or carried by a hostile creature and instantly don it, provided you aren't wearing armor already.
Eye for Detail
You take the Search action as a bonus action.
Ear for Deceit
Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6 of the Player's Handbook.
Scrapper's Armor
Prerequisite: 5th level You gain proficiency in medium armor. If you are already proficient in medium armor, you instead gain proficiency in heavy armor.
Steady Eye
Prerequisite: 9th level On your turn, you can reduce your speed by half to gain advantage on Wisdom (Perception) or Intelligence (Investigation) checks until the end of the turn. You can not use this feature if you have moved more than half your speed this turn.
Thirst for Justice
When you reduce a hostile creature to 0 hit points, but don't kill it outright, you gain temporary hit points equal to your scholar level, which last for 1 minute.
Unerring Eye
Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion while the creature is within 30 feet of you and within line of sight.